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After finishing up her work on the sacred crystals, Shelly then tried her hand at creating a couple "Game Save" icons and graphics to be used throughout the Kristala game. For the graphics below, Shelly utilized the bright green of the nature-loving Nisargans.
In addition to texturing and modeling, Shelly's also quite a gifted graphic artist, which means she often gets recruited to assist with various odd jobs inbetween her regular modeling duties. As Pete's first official task for Kristala, we had him work on revising the concept art for a very important NPC, Gustav Gondasa.
There's a specific role the damaged piece plays in the Kristala demo's core storyline, and it coincides with an NPC we've been keeping under wraps up until this point. You can see the outcome of each option in the three graphics below. Here's a little clip Allie snagged while making changes to these combat VFXs. Combat Combos.
These equations are then combined and rendered using a graphics processing unit that outputs a rough but legible animated scene known as a 'playblast.' They are also responsible for implementing NPC (non-player character) movement, performances, and behaviors, which are controlled by AI (artificial intelligence).
This marks its true public release, with finished graphics, gameplay, tuning, more sex, and finally an ending. Some players may try to guess an NPC's sexual mood based on stereotypes like muscular tops, skinny submissive twink bottoms, etc. I first prototyped it back in 2019, but I didn't really know how to finish it.
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